BACK TO ALL DEV LOGS
DEVELOPER DIARY2026-05-24

Two Quiet Calls About Where the Work Lives

I decided the guns point themselves where you can see them, and the menu never begs for more memory mid-fight. Both calls protect one thing: a big ship running on a small machine.

Solo Developer
Lead Game Designer & Pilot

The thing about a ship this size

Stand on the bridge of one of these for a second. A hundred meters of cold metal hanging in the black, turning so slowly you feel it in your chest before you see it. There are roughly a hundred and twenty-five guns studded along the hull. Turrets, launchers, mounts that swivel. When a target slides into view, all of them have to wake up and lean toward it at once, like a hull full of heads turning to watch a stranger walk in.

Today I had to decide where that leaning lives. Not a flashy decision. The kind nobody will ever see directly, the kind that quietly decides whether this whole thing holds together a year from now.

Solo Developer
Lead Game Designer & Pilot

I gave the swing to the eyes, not the math

Here is the call. The part of the game that decides who got hit stays completely blind. It knows whether a target sits inside a turret's reach and whether the trigger should pull. It does not know, and is never allowed to know, which way any single barrel is actually pointing right now.

The pointing is pure theater. The barrels track and slew and lock for you, the watcher. The cold arithmetic underneath just shrugs.

Why be this stubborn about it? Because two people watching the same battle have to see the exact same battle, every spark in the same place. The danger is that a swinging barrel sneaks into the math without me noticing, and one day the same fight plays out two different ways on two different machines. By the time you find a ghost like that, it is buried under a year of work and it is no longer one bug, it is a haunting.

I know this danger because I have already been bitten by it. My first stab at the aim, weeks back, let the barrels lean a hair off where the math said the target sat, just so the picture would look prettier. For an afternoon it did. Then I ran the same fight twice and got two different survivors. I sat there feeling slightly sick, scrolling back through a battle that had no right to disagree with itself, before I understood that I had let the eyes whisper into the arithmetic. I tore the whole thing out. So today I walled it off properly. The eyes can lie all they want. The math cannot hear them anymore.

It cost me an afternoon to wall it correctly. Worth every minute. The afternoon I lost to the wrong version first, that one stung.

Solo Developer
Lead Game Designer & Pilot

The menu that refuses to ask for more

Second call, and I got it badly wrong before I got it right. My first dashboard built itself fresh every heartbeat and drew each row of the readout in its own little pass. It looked fine sitting still. The moment I stacked a few panels and let a real battle run underneath, the whole picture turned to syrup, lurching along at a fraction of the speed the rest of the game was holding. I spent an embarrassing stretch blaming the battle for it before I realized the menu itself was the hog, quietly asking the machine for scraps a hundred times a second and choking it on the asking.

So I rebuilt it the other way around. Everything the dashboard will ever need, it grabs the moment the game wakes up, then holds onto it and reuses it forever. While you are flying, the interface never once turns around and asks the machine for more room.

I made that call for one player in particular: the one curled up with a handheld on a couch. Those little machines have a housekeeper that occasionally stops everything to tidy up, and it always seems to choose the worst possible heartbeat to do it. The thought of the picture hitching for half a second right as a torpedo arrives, because the menu left a mess, is the kind of nightmare I do not want to chase down later. So I made the mess impossible. The dashboard cannot leave crumbs, because it never takes anything new to begin with.

One nice thing did fall out of the rebuild, almost as an apology for the wasted afternoon: the same dashboard a hand can drive with a mouse can also be driven sight unseen, by instruction, no screen at all. I did not plan it. It just landed in my lap, and it has already earned its keep.

Solo Developer
Lead Game Designer & Pilot

What it looks like

A panel rendered through the new dashboard, grabbing nothing new. A readout, drawn clean in a single pass. It asks for nothing.

A scripted command driving the dashboard to trigger a battle reset. The dashboard, driven without a hand on it. Same path a click would take.

Turret meshes loaded as movable parts on top of the static hull. Moving guns riding on a hull that can still be torn open.

Close-up of a turret swiveling, with damage geometry visible behind it. The turret turns. The wounds behind it hold.

Turret pointing at a moving target. Tracking a target. The barrel follows. The math has no idea.

Early frame of a slew, turret beginning to rotate. The first inch of the swing.

Later in the same shot, turret locked. Locked on. It found its mark.

Solo Developer
Lead Game Designer & Pilot

Why both, today

Both calls answer the same quiet rule: this ship has to be heavy without being a hog. A small machine cannot carry an interface that keeps begging for scraps, and the battle math has no business getting tangled in animation just because a barrel twitched. Keeping the eyes and the arithmetic in separate rooms is the cheapest insurance I will ever buy, and the most miserable thing to retrofit once it is overdue.

So I paid for it now, on a slow afternoon, while it was still cheap. And the payoff is the part I keep coming back to: I want you in that chair, the hull groaning around you, every gun on the ship turning to track the thing in the dark, and not one wasted breath between you and it.

Reviewed & Approved by Editor Agent